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privacy-policy-sql
59 Commits
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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7590072570 |
Removes the limit for how many times you can emag an emag (#93916)
## About The Pull Request Original PR [#84219](https://github.com/tgstation/tgstation/pull/84219) Removes <img width="499" height="59" alt="image" src="https://github.com/user-attachments/assets/ba7d283f-2df3-47f5-999b-9dddf4f59f7a" /> (changed to 127 - non-player facing (realistically). prevents overflow incase someone somehow manages to stick 128 emags onto eachother) <img width="677" height="135" alt="Screenshot 2025-11-12 232035" src="https://github.com/user-attachments/assets/5b962f8a-5f4a-47f7-91ce-46f4de66ed9b" /> <img width="765" height="456" alt="Screenshot 2025-11-12 231114" src="https://github.com/user-attachments/assets/55b50dc5-eba3-475a-9e27-a647922d2e4a" /> <img width="1858" height="982" alt="Screenshot 2025-11-12 231814" src="https://github.com/user-attachments/assets/8a58df5d-476f-4b74-b550-6799fa9702f3" /> ## Why It's Good For The Game - Progtot was removed, so there is less TC to go around - Niche use case - has to be willing, and there has to be an emag discount, or traitors coming together to combine TC - Fun ## Changelog 🆑 ArchBTW del: Removes the limit for how many times you can emag an emag (6->127 max) /🆑 |
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9b282a850e | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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7c0973ccf4 |
Refactors names and voices / potted plants no longer conceal voice (just appearance) / honorifics show on examine (#92781)
## About The Pull Request Closes #92778 Closes #86829 <img width="347" height="39" alt="image" src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b" /> 1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and `TRAIT_UNKNOWN_VOICE` 2. Renames some stuff like `getvoice` and `getspecialvoice` 3. Gets rid some crummy signals around `get_visible_name` and `get_voice` 4. Heads now apply the disfigured trait when relevant (rather than snowflake checking for damage amount) 5. Ling voice refactored into using special voice (it was only used by a viro symptom anyways; I don't anticipate this overlap being problematic) 6. Mask voice changer refactored into a trait ## Why It's Good For The Game Potted plants shouldn't have magical voice concealing powers - especially not over radio, but not over in person either. It's a damn plant So I addressed this by refactoring our face and voice system. Overall things should be a lot cleaner and easier to use. ## Changelog 🆑 Melbert refactor: Refactored a lot of code relating to human face and voice, ie, what shows up in examine and in say. Report anything odd when examining people, with ID cards, when talking over radio, or when disguised refcator: Refactored how you get disfigured when your head's super damaged refactor: Refactored ling mimic voice and traitor voice changer del: Potted plants no longer hide voice. They still hide appearance, though qol: Honorifics now show in examine / in world, rather than only when speaking. /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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ded92967e4 |
Fix airlock authentication card not getting stored in containers (#88816)
## About The Pull Request Trying to insert an airlock auth card into a bag or container would not work due to a message saying the target must be an airlock. It's now fixed and should insert into a container regardless if on help or harm intent. ## Why It's Good For The Game Consistency. ## Changelog 🆑 fix: Fix airlock authentication card not getting stored in containers /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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b847267d50 |
[MIRROR] Blackbox tally for successful emags (#28765)
* Blackbox tally for successful emags (#84837) ## About The Pull Request We don't actually record emags outside of the log which makes it hard to parse, this should give us a better image of what people are using emags for. * Blackbox tally for successful emags --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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4166e25c9c |
Blackbox tally for successful emags (#84837)
## About The Pull Request We don't actually record emags outside of the log which makes it hard to parse, this should give us a better image of what people are using emags for. |
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4fffe8c94b |
[MIRROR] Emag emag act (#28326)
* Emag emag act (#84219) ## About The Pull Request Sequel to #84176 If you try to emag an emag their magnets get stuck together  Also this is recursive because  This effect is irreversible because the magnets are too strong ## Why It's Good For The Game Magnets, how do they work? ## Changelog 🆑 Melbert add: Adds an effect for emagging an emag /🆑 * Emag emag act --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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61a86b1a56 |
Emag emag act (#84219)
## About The Pull Request Sequel to #84176 If you try to emag an emag their magnets get stuck together  Also this is recursive because  This effect is irreversible because the magnets are too strong ## Why It's Good For The Game Magnets, how do they work? ## Changelog 🆑 Melbert add: Adds an effect for emagging an emag /🆑 |
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1bebedb328 |
[MIRROR] Adds a fake emag emag act (#28317)
* Adds a fake emag emag act * modularizing --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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08ff6f9055 | Adds a fake emag emag act (#84176) | ||
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
(
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d280c9ccce | Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625) | ||
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b15b16976a |
[MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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7cf7be4b7b |
[MIRROR] Tram v6/Transport Subsystem [MDB IGNORE] (#24399)
* Tram v6/Transport Subsystem * Update icon_smoothing.dm * Update utility.dm * defines/icon * Update airlock.dm * Update door.dm * Update airlock.dm * Update airlock.dm --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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74af69d062 |
[MIRROR] Adds cardboard IDs to the game: The broke man's agent ID. [MDB IGNORE] (#22341)
* Adds cardboard IDs to the game: The broke man's agent ID. * Fixes some undocced edits, formats others to match spec * Fixes a merge conflict --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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3b44a8b15c |
Adds cardboard IDs to the game: The broke man's agent ID. (#76682)
## About The Pull Request This PR adds a new craftable item to the game that, in a way, works somewhat like ID cards, as in it gives the wearer an identity of some sort, and that can be modified similardly to the agent ID, but... It doesn't provide access. It doesn't trick security bots and turrets. It doesn't work with chameleon masks. It doesn't have a bank account. It doesn't fit inside wallets or PDAs. It doesn't show a trim (it's just cosmetic) on the security HUD. It doesn't look like an ID card. (It does however, synergizes well with sign language and face-covering mask, but in the face of all the things id doesn't do, should I change that? idk) Basically, it's not an ID, it's just a piece of cardboard with name and job written on it.   ## Why It's Good For The Game Often, player shenanigeans rely on ID cards with gimmicky names and jobs to advertise themselves or provide a (feeble) disguise for it. The idea is to provide players a cheap tool for their tomfoolery, that doesn't get much in the way of balance. Compared to actual IDs, cardboard IDs' only advantage is the fact they're more easily produceable. Also this PR converts a bit of snowflakey code into signals, and fixes the name part in hallucination messages being shown "Unknown" while the speaker is wearing a mask but also an ID. ## Changelog 🆑 add: Added cardboard IDs to the game. They can be crafted with a cardboard sheet and wirecutters and modified with a writing tool. While worn, these will modify the visible name of the wearer just like actual IDs, though they aren't real IDs and won't work as such. /🆑 |
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cc51989bea |
[MIRROR] Tram Mk. IV hotfixes [NO GBP] [MDB IGNORE] (#19190)
* Tram Mk. IV hotfixes [NO GBP] (#73243) ## About The Pull Request Fixes some little issues in https://github.com/tgstation/tgstation/pull/73057 - tram doors only crush people if either emagged (100%) or malfunctioning (15%) - emag works on tram doors - crossing signals use correct amount of power, increased brightness - crossing signals and destination signs consume power when idle - green static crossing signal shuts off when power lost - left/right emag icons are swapped - tram bench override shouldn't override all benches | Fixes https://github.com/tgstation/tgstation/issues/73250 - reduced damage from tram door crushing (60 > 45) ## Changelog 🆑 LT3 fix: Fixed motion sensors on tram doors, they will now crush you much less often! balance: Reduced damage from being crushed by tram doors code: Un-nested emag blacklist code: emag works properly on tram doors fix: Backwards tram door sparks animation fix: Tram displays power consumption fix: Tram crossing signals power consumption balance: Increased brightness on tram crossing signals fix: West Wing NW/SW and East Wing NE/SE crossing signals now shut off when power is lost fix: Tram benches don't override standard benches fix: Reduced saturation and brightness of standard bench /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Tram Mk. IV hotfixes [NO GBP] --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
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de46c57264 |
Tram Mk. IV hotfixes [NO GBP] (#73243)
## About The Pull Request Fixes some little issues in https://github.com/tgstation/tgstation/pull/73057 - tram doors only crush people if either emagged (100%) or malfunctioning (15%) - emag works on tram doors - crossing signals use correct amount of power, increased brightness - crossing signals and destination signs consume power when idle - green static crossing signal shuts off when power lost - left/right emag icons are swapped - tram bench override shouldn't override all benches | Fixes https://github.com/tgstation/tgstation/issues/73250 - reduced damage from tram door crushing (60 > 45) ## Changelog 🆑 LT3 fix: Fixed motion sensors on tram doors, they will now crush you much less often! balance: Reduced damage from being crushed by tram doors code: Un-nested emag blacklist code: emag works properly on tram doors fix: Backwards tram door sparks animation fix: Tram displays power consumption fix: Tram crossing signals power consumption balance: Increased brightness on tram crossing signals fix: West Wing NW/SW and East Wing NE/SE crossing signals now shut off when power is lost fix: Tram benches don't override standard benches fix: Reduced saturation and brightness of standard bench /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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be18901411 |
[MIRROR] [ready] unit tests all worn icons [MDB IGNORE] (#18491)
* [ready] unit tests all worn icons (#72370) Fixes #71692 🆑 ShizCalev code: Added a unit test for ALL worn icons. fix: Fixed a bunch of broken worn icons! /🆑 * [ready] unit tests all worn icons * Should have fixed most of the failures now * Here, hopefully that should fix what was left * Okay maybe it just hadn't been fixed yet * I can be a bit dumb sometimes * Okay, now it's going to work, I promise * I'm so tired of this Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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650d64f6d4 |
[MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item * Update _neck.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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f54dcda1c0 |
afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
Necessary for #72292 to work effectively, and probably not very useful out of that context. Split out of its own PR because this is long and boring. I want to make sure that we're catching actual mistakes there, and not just experiencing side effects of how shitty the attack chain is. |
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747dfd49d9 |
[ready] unit tests all worn icons (#72370)
Fixes #71692 🆑 ShizCalev code: Added a unit test for ALL worn icons. fix: Fixed a bunch of broken worn icons! /🆑 |
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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2534296a6d |
[MIRROR] Fixes revenant Malfunction ability not affecting firedoors. [MDB IGNORE] (#16397)
* Fixes revenant Malfunction ability not affecting firedoors. (#69947) * fixes firedoor emag runtime for Revenants using the Malfunction ability. * Fixes revenant Malfunction ability not affecting firedoors. Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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d655793589 |
Fixes revenant Malfunction ability not affecting firedoors. (#69947)
* fixes firedoor emag runtime for Revenants using the Malfunction ability. |
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120f1edf3b |
[MIRROR] Spelling fix on doorjack charge count [MDB IGNORE] (#11872)
* Spelling fix on doorjack charge count (#65257) * Spelling fix on doorjack charge count Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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5652eb8e94 | Spelling fix on doorjack charge count (#65257) | ||
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b5a3b3308d |
[MIRROR] Rebalances some things about progression traitors and adds some uplink items. [MDB IGNORE] (#11178)
* Rebalances some things about progression traitors and adds some uplink items. * Rebalances some things about progression traitors and adds some uplink items. Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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78d620051e |
Rebalances some things about progression traitors and adds some uplink items. (#64132)
About The Pull Request Lowers TC rewards for assassination objectives, steal and destroy item objectives. Makes it so that when you take the battlecruiser final objective, you become a battlecruiser ally and can assist with nuking the station. Moves the elite syndicate modsuit from the nukie uplink to the traitor uplink at a high cost and high progression cost. Adds new uplink items that cause station-wide blackout and telecommunication disruption temporarily. Why It's Good For The Game People can get an enormous amount of TC by completing these infinitely available objectives, and because of an oversight with the 'steal item' objective in regards to how much TC it rewards, they were worth a lot more TC than they should've been. The battlecruiser objective changes have been made so that the traitor feels more involved with the battlecruiser they've summoned and can assist them with the nuke. The new uplink items have been added so that there is more lategame gear that a traitor is able to purchase, as lategame traitor items are lacking right now. The elite syndicate modsuit gives traitors the opportunity to protect themselves during lategame engagements with security or other forces which could prove to be a threat when performing anything deeply antagonistic, like blowing up parts of the station in space. Changelog cl expansion: Final objective battlecruiser will now make you a battlecruiser ally, giving you the nuke codes and making it obvious to other battlecruiser members that you are one of them. expansion: Added telecom disruption and blackout purchases for traitors to purchase, and moved the elite syndicate hardsuit from the nukie uplink to the traitor uplink as a high progression cost item. balance: Rebalanced TC rewards from assassinations to be less, and lowered TC rewards for plentiful objectives. balance: Lowers the progression reward of assassination objectives. /cl |
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4fc5079cdc |
[MIRROR] Moves atmos checking from Fire Alarms to Fire Locks, Fire Locks now close on their own rather than area-based, a bunch of related stuff. [MDB IGNORE] (#10893)
* Moves atmos checking from Fire Alarms to Fire Locks, Fire Locks now close on their own rather than area-based, a bunch of related stuff. * Weeeee Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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4383df09ae |
Moves atmos checking from Fire Alarms to Fire Locks, Fire Locks now close on their own rather than area-based, a bunch of related stuff. (#62055)
Moves hot/cold checks to the fire locks Makes detection due to above only close the affected Fire Lock and its neighbors (via merge code stolen from tanks) Fire Alarms still can lock an area down if clicked by a user, right clicking is now the reset function. Resetting also resets all Fire Locks closed by their own detection. Gives Fire Locks an overlay of lights that display the reason it closed (Orange for Hot, Cyan for Cold, White for unknown/Fire Alarm Pulled) Emagging a Fire Alarm now emags all Fire Locks in the area, which accomplishes the same effect as before (disables atmos monitoring). Pulling a Fire Alarm will make emagged Fire Locks in the area display a corrupted warning light pattern, making finding and replacing emagged Fire Locks somewhat easier. Silicons can disable atmos sensors in an area by CTRL-Clicking a Fire Alarm, much like before. but now the Fire Alarms in the area will change their sprite to hint at this (the normally-green light will turn off). Makes a breach or fire not cause Fire Lock Hell anymore. Only the Fire Locks facing an issue will tend to close, leaving the rest of the area mostly unaffected. This needs some work done to make it detect based on edges, but it's a decent enough start to live with if we're all killed by meteors (Lemon) |
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c33061765b |
[MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)
* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety * updates and fixes * ffff Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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8fd85e9666 |
[MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety (#63588)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com> Co-authored-by: tgstation-server <tgstation-server@tgstation13.org> Co-authored-by: gbfree <guillaumebfree@gmail.com> Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com> Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Azarak <azarak10@gmail.com> Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com> Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com> Co-authored-by: carshalash <carshalash@gmail.com> Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> |
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7d1d0e1fad |
[MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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064a8776e4 |
[MIRROR] Emag wearing and showing (#3945)
* Emag wearing and showing * Update emags.dm Co-authored-by: Kokonut <38844529+maxymax13@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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e968753914 |
Emag wearing and showing (#57371)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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99ca79822e | Standardises Donk Co. stylisation (#57383) | ||
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8d20e999ee |
Yet more special description contraband (#3428)
* mystify radio jammer * Update emags.dm * Update emags.dm * Update toolbox.dm * syndie duffels * Update emags.dm |